I'm in the business to make games - I love entertaining people.

Taking 'Duke Nukem Forever' on was a very easy decision for me to make.

You can polish and iterate and double down on what the magic was. You can make a much better thing. A much cleaner thing, a much more solid thing. And that's what 'Borderlands 2' is to 'Borderlands.'

As a creative, as an artist, I'm just excited when people want my stuff, and want to experience it.

If I have something that I've finished with, and someone else might find value in it, the idea of passing along for a price is a rational transaction. It exists in many aspects of our lives. But I do have to say that media is a different beast.

If we look at 'Borderlands,' I can't honestly say that there is anything about how well the game sold that I'm disappointed about.

A very important part of game development is testing - something that a lot of developers don't do.

I, personally, trust Valve. But I'm just saying, honestly, I think a lot of the industry doesn't.

With 'Duke Nukem Forever' it was a different level of commitment for me with reference to helping the creators be true to their vision. I've been able to enjoy this game as much as a fan as I am a part of the creative process, and that's a very rare and unique for me.

I owe my career to 'Duke.'

Up until 'Blue Shift,' 'Half-Life' characters were repeating, expendable entities. In 'Blue Shift,' important named partners will work with you over the course of several levels and objectives in order to overcome the hazards of the plot.

There are times when you can take yourself seriously and there are times when you can cut loose. It really depends on your goals and it depends on what you're promising the customer.

I did not acquire the franchise merely so people could experience 'Duke Nukem Forever.' That was, sort of, the toll to pay to give 'Duke Nukem' a chance at a future.

One of the neat things about Gearbox that I love is, we don't look at our designs as a totalitarian regime and we're all really happy to let designers and creators within the studio explore in our space.

Sometimes you stumble when you push yourself harder and you're trying to run faster or whatever. We forgive ourselves, pick ourselves up, and keep running. We don't cry and stop running because we skinned our knee.

Myself and the team at Gearbox have a very keen interest in cross-platform play.

The Dreamcast version of 'Half-Life' is great - it looks better than the original PC version and it's the only way console owners can enjoy 'Half-Life: Blue Shift.'

My dad used to build computers for the U.S. government, for military intelligence. So he always had computers around the house.

We're convinced that Frisco Square is the perfect environment for Gearbox Software's new headquarters and we are eager to break ground, build out and move in so that we may join the community and bring everything we can to the city as a Frisco business and as Frisco citizens.

And Duke Nukem, I think he is the most iconic videogame character in the industry. I think Lara Croft is the female and Duke Nukem is the male. Between them, they're the most iconic figures in videogames.

I want to make sure that people with talents, who want to perform or to develop their act, know that the Peacock Theater exists and to reach out to us and know that there's a safe and fun place for them to develop their material.

I think it's safe to say that 'Half-Life' was influenced by every first person action game that preceded it.

There's a different kind of experience you have when you experience live entertainment versus the kinds of media we tend to consume most of, when we're watching television or films or reading books. Live entertainment is a whole different beast.

The mission of Gearbox is to entertain the world and with the record-breaking success of 'Borderlands 3,' we're excited to take one more giant leap down that road.